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<font color = "red">'''VERSION 2.0.2'''</font> - Last updated: '''Aug 19 2022'''
+
<font color = "red">'''VERSION 3.1'''</font>
 
==General==
 
==General==
 
[[File:MFB_Ranking_Meme.png|thumb|center]]
 
[[File:MFB_Ranking_Meme.png|thumb|center]]
Looking for a ranking way that is resource-efficient, bucket-efficient, time-efficient, or bauxite-friendly? I guess this blog can help you.<br/>
+
Looking for a ranking comp that is efficient? I guess this blog can help you pick one.<br/>
 
 
{| class = "wikitable" style="text-align: center;"
 
!Server
 
!T500 Record
 
!T100 Record
 
|-
 
|Brunei
 
|4015
 
|4577
 
|-
 
|Hashi
 
|<font color="red">'''4755'''</font>
 
|<font color="red">'''5866'''</font>
 
|}
 
  
 
==Efficiency Summary==
 
==Efficiency Summary==
 
To judge whether the comp is good for ranking, and to measure the efficiency, the KC simulator will be used to gauge the value and put in the following table as reference data. While '''it is true that the simulator code is not 100% correct as the game code, simulator code might miss some modifier here and there, this is still the closest data to the game that we players can reference to'''. After all, having some close numbers that we can base our comps on is still better than measuring a comp efficiency without any numbers to back it up.
 
To judge whether the comp is good for ranking, and to measure the efficiency, the KC simulator will be used to gauge the value and put in the following table as reference data. While '''it is true that the simulator code is not 100% correct as the game code, simulator code might miss some modifier here and there, this is still the closest data to the game that we players can reference to'''. After all, having some close numbers that we can base our comps on is still better than measuring a comp efficiency without any numbers to back it up.
 
*Due to this reason, some of the numbers down here might not reflect the true rate in the game, but since they are the closest rate to the game we can get, it is still a good reference that we can use to estimate the true reality rate around the expected range in the table below.
 
*Due to this reason, some of the numbers down here might not reflect the true rate in the game, but since they are the closest rate to the game we can get, it is still a good reference that we can use to estimate the true reality rate around the expected range in the table below.
All the simulations are done with 10K samples. Probability variance might cause the rate to be a little off, but eventually they will end up at the expected value in the table with more samples.
+
All the simulations are done with 50K samples. Probability variance might cause the rate to be a little off, but eventually they will end up at the expected value in the table with more samples.
 +
*To test the comp in the simulator yourself, please do as the following:
 +
**Step 1. Download the kcsim file provided in the external link of any comp in the [[File:SortieButtonOn.png|170px]] column.
 +
**Step 2. Go to KC simulator site [https://kc3kai.github.io/kancolle-replay/simulator.html], select '''Save/Load Simulator Backup'''.
 +
**Step 3. A dialog box will pop up, select '''Choose File''', navigate to the kcsim file you just downloaded and open it.
 +
**Step 4. Select '''Import All (Refresh page)''' to load it up.
 +
*To see the details of equipment setup without downloading the file, please check out the second tab, '''Comp setup, routing and Misc. Notes'''.
 
<br/>
 
<br/>
<div align="center">
+
<tabber>
{| class = "wikitable" style="text-align: center;"
+
|-|Compositions and Stats=
!Map & Comp
+
{| class = "wikitable sortable" style="text-align: center;"
!Morale draining rate
+
!colspan="12"style="background-color: #AAAAAA"|'''Color code: <font color="lime">Outstanding</font> > <font color="yellow">Good</font> > Average > <font color="red">Bad</font>''' <br/>
!Boss sunk rate <font color="blue"><sup>1 2</sup></font>
+
|-
!Retreat rate <font color="blue"><sup>2</sup></font>
+
!style="width:200px;" rowspan=2|[[File:SortieButtonOn.png|170px]]
!Average resource used per boss sunk <font color="blue"><sup>2</sup></font>
+
!rowspan=2|[[File:Battle Card Status Medium Fatigue Face.png|17px]]
!Average bucket used per boss sunk <font color="blue"><sup>2</sup></font>
+
!rowspan=2|Victory Rate <ref name="Boss Sunk">Victory rate is based on scenario where all the shipgirls are full HP & 49 morale, unless stated otherwise.</ref><ref name="Resource Consumption">The rate, average resource and bucket cost might vary depending on the player. This is a rough estimation based on the status of my shipgirl level and equipment. In most cases, this won't make much difference however.</ref>
!Notes
+
!rowspan=2|Retreat Rate <ref name="Resource Consumption"/>
 +
!colspan=4|Average Resource per run <ref name="Resource Consumption"/>
 +
!rowspan=2|Average {{IR}} per run <ref name="Resource Consumption"/>
 +
!rowspan=2|{{Item/Icon|Ranking Point Reward|size=20px}} per run (per 100 runs) <ref name="S-Rank">Assuming S rank all nodes. Also, this is point gained per run (or 100 runs), not per hour, it might not reflect the real amount of point that can be earned in an hour.</ref> <ref name="100 Runs">Ranking point gained per 100 runs (shown in the parentheses) is calculated as '''ranking point gained per run X victory rate X 100'''. This also includes retreat, where the ranking point gained is considered lost as they are insignificant (i.e for map 6-3, it's 2.18 x 95.6% x 100 = 208.41 points per 100 runs).</ref>
 +
!rowspan=2|{{Item/Icon|Ranking Point Reward|size=20px}} gained per resource used ratio (Efficiency Index) <ref name="rptprsr">This is calculated as '''ranking point gained per run / sum of fuel ammo steel and bauxite used per run'''. This column also displays number in '''10E-3''' unit to avoid leading zeroes. To get the correct value, you need to multiply it with 10<sup>-3</sup>.</ref>
 +
!rowspan=2|Notes
 +
|-
 +
!{{Fuel}}
 +
!{{Ammo}}
 +
!{{Steel}}
 +
!{{Bauxite}}
 +
|-
 +
|'''[[3-2]] <br> 1CL 5DD'''<br>Fast+ fleet, 4 radars [https://drive.google.com/file/d/1afnaPX2DpS9TDSt4eSAoJT4_MTC7OG9J/view?usp=sharing]
 +
|style="background-color: #FF0000"|<font color="white">High</font>
 +
|style="background-color: #00FF00"|99.5%
 +
|style="background-color: #00FF00"|0.5%
 +
|style="background-color: #FFFF00"|55 <ref name="Maelstrom"/>
 +
|style="background-color: #FFFF00"|60
 +
|style="background-color: #FFFF00"|12
 +
|style="background-color: #FFFF00"|0
 +
|style="background-color: #00FF00"|0.1
 +
|style="background-color: #FF0000"|<font color="white">1.3 ('''128.31''')</font>
 +
|style="background-color: #FFFF00"|10.236
 +
|style="text-align: left"|
 +
#<font color="green">'''One of the fastest ways to get ranking point.'''</font>
 +
# Boss node always contains transport ship to hunt so this map can be a great way to do <font color="green">'''weekly transport'''</font>. The tradeoff is you can't really spam it much due to the high morale draining rate, so either you have to wait for a while to do it again or prepare a lot of this kind of fleet to do transport kill.
 +
# The simulator assumes you will always lose fuel due to a maelstrom on the way. See <font color = "red">'''Note''' <ref name="Maelstrom">The simulator assumes 100% you will hit the maelstrom, therefore you will always lose fuel supply upon reaching the boss node. This doesn't affect the rate, however. The only thing it changes is the slight difference in fuel consumption which is around 10 fuel.
 +
*The amount of fuel loss is based on the number of radar carriers your fleet has. The comp provided here has 4 radars on 4 ships, which only causes you to lose 12.6% fuel. For details of how much fuel you will lose, it is calculated as the following: '''電探0:-28%, 電探1:-21%, 電探2:-16.8%, 電探3:-14%, 電探4:-12.6%, 電探5:-11.76%, 電探6:-11.2%'''. The kanji means radar carrier and the number represents how many radar carriers you have. For example, if you have 3, you will lose only 14%, likewise, if you have 4, you will lose 12.6%.</ref></font> below for details.''<br/><br/>
 
|-
 
|-
|'''3-2 1CL 5DD''' - Fast+ fleet 4 radars [https://drive.google.com/file/d/1afnaPX2DpS9TDSt4eSAoJT4_MTC7OG9J/view?usp=sharing]
+
|'''[[3-4]] <br> 2CL 1CAV 3DD''' [https://drive.google.com/file/d/1W98AjithecpTo2J8W9Rt0f8pT9vXpMgQ/view?usp=sharing]
 
|style="background-color: #FF0000"|<font color="white">High</font>
 
|style="background-color: #FF0000"|<font color="white">High</font>
|98.7%
+
|97% <ref name="Note63BRank"/>
|1.3%
+
|3%
|66/72/17/0 <font color="blue"><sup>'''3'''</sup></font>
+
|126 <ref name="noteFuel34">3-4 node D causes fuel loss as of following: '''電探0:-30%, 電探1:-22.5%, 電探2:-18%, 電探3:-15%, 電探4:-13.5%, 電探5:-12.6%, 電探6:-12%'''</ref>
|0.21
+
|78
|''1. Boss node always contains transport ship to hunt so this map can be a great way to do weekly transport. The tradeoff is you can't really spam it much due to high morale draining rate, so either you have to wait for a while to do it again or prepare a lot of this kind of fleet to do transport kill here.''<br/>''2. The simulator assumes you will alway lose fuel due to maelstrom on the way. See '''Note 3''' below for details.''
+
|94
 +
|9
 +
|style="background-color: #FF0000"|<font color="white">1.37</font> <ref name="Note63BRank"/>
 +
|style="background-color: #00FF00"|2.43 ('''235.71''')
 +
|7.915
 +
|style="text-align: left"|
 +
# '''<font color="green">Alternative option for 3-4 ranking, one of the best and fastest ways to gain a large amount of point.</font>'''
 +
# CAV flagship is set to be '''85 morale''' as she is likely to score MVP throughout the run. You can even achieve better result by swapping the flagship between CAV and CL, keeping the sparkle for them.
 +
# Bringing 4 radars on 4 ships will cause your fleet to lose only '''13.5%''' fuel. For more details of how much fuel you will lose, see <font color="red">'''Note''' <ref name="noteFuel34"/></font>.<br/><br/>
 
|-
 
|-
|'''4-4 3CVL 1CL 2DD''' - 3-6 OASW
+
|'''[[4-4]] <br> 3CVL 1CL 2DE''' <br> 5 OASW, 2 '''non-Kai''' DE [https://drive.google.com/file/d/12B5rpeVLs2OfIJRatBlRR0IY1F-DUI7z/view?usp=sharing]
 
|Medium
 
|Medium
|
+
|style="background-color: #FFFF00"|98.2% <ref name="Note63BRank"/>
|
+
|style="background-color: #FFFF00"|1.8%
|
+
|157
|
+
|121
|
+
|45
 +
|45
 +
|style="background-color: #FFFF00"|0.19 <ref name="Note63BRank"/> <ref name="44dock">Assumes you will '''never''' bucket DEs. The simulator also ignores any bucket usage if the damaged (less than 50% HP) shipgirl has less than 1 hour of repairing (only possible for DEs in this case).</ref>
 +
|1.99 ('''195.41''')
 +
|5.407
 +
|style="text-align: left"|
 +
# <font color="red">'''DE must be non-Kai (Have less than 10 HP and have at least 2 equipment slots)'''</font> to abuse the overkill protection mechanic. Such DE <font color="blue">'''has the highest chance to trigger it'''</font> with the <font color="blue">'''least chance'''</font> of ending up at <font color="red">'''heavily damaged'''</font> state, which helps increase passing rate.
 +
# When using such DE, you don't need to bucket them. Just repair them in the dock and swap them for another DEs if they are damaged. Assuming '''DE lv is less than 99, she would always have less than an hour of repairing'''. This helps reduce bucket usage. <ref name="44dock"/>
 +
# CVL with slot equals or less than 17 is preferred as they can't be shot down under AS+ fighter phase.
 +
# <font color="green">'''Great map for leveling ship due to new ship EXP boost at the boss node.'''</font>''<br/><br/>
 +
|-
 +
|'''[[4-5]] <br> 2 SS''' <br> Fast+ fleet [https://drive.google.com/file/d/1KMWJg_SsOYnBu8QyVhoIQ1DgmLfGIlrO/view?usp=sharing]
 +
|style="background-color: #FF0000"|<font color="white">High</font>
 +
|style="background-color: #FF0000"|<font color="white">70.5%</font><ref name="Note45B">Can only get B rank at best.</ref>
 +
|style="background-color: #FF0000"|<font color="white">22.4%</font>
 +
|style="background-color: #00FF00"|24
 +
|style="background-color: #00FF00"|14
 +
|style="background-color: #00FF00"|16
 +
|style="background-color: #00FF00"|0
 +
|1.31
 +
|1.91<ref name="Note45RP">Assumes D rank preboss and B rank at the boss node, which gives '''2900 - 200 x 0.8 = 2740 HQ EXP''', or '''1.91''' ranking point.</ref> ('''134.65''')
 +
|style="background-color: #00FF00"|'''35.37'''
 +
|style="text-align: left"|
 +
#<font color="red">'''Requires Fast+ submarine-only fleet'''.</font> As of January 2024, {{ShipLink|I-201/Kai}} and {{ShipLink|I-203/Kai}} are the only ones who can achieve '''Fast+'''.
 +
# <font color="green">'''Cheapest map to do weekly world 4 quest.'''</font>
 +
# <font color="red">'''However, the map MUST BE LOCKED in the FINAL FORM to make enemy DDs disappear at the boss node, which will lock you out of {{ShipLink|Maruyu}} farming</font>'''. But on the bright side, without enemy DD presence, the enemy ASWs are very weak, where they have little to no chance to sink your <font color="red">'''heavily damaged'''</font> non-flagship submarine, so you can advance after node H with <font color="red">'''heavily damaged'''</font> non-flagship submarine and no harm will be done to them.
 +
#Keep in mind they have <font color="red">'''LITTLE TO NO CHANCE'''</font> to sink your submarine, '''NOT''' impossible. There is an actually '''0.2%''' chance your submarine can die, or 2 out of 1000 runs.
 +
#For practical purposes, it is recommended that this comp/strategy is to be used in parallel with other ranking maps. As an example, one may run [[7-1]] as their main ranking map and occasionally sortie this composition as soon as the submarines are repaired, effectively making this strategy '''bucket-free'''.<br/><br/>
 +
<!--|- style="border: 3px solid red"
 +
|'''[[5-4]] <br/> 1CL 3DD 2CLT''' <br/> ETSCF fleet [https://drive.google.com/file/d/1_W8LV-O6rE08E_rNTWPHAiVgDxAfp98N/view?usp=sharing]
 +
|Medium
 +
|style="background-color: #FFFF00"|98.2%
 +
|style="background-color: #FFFF00"|1.8%
 +
|126
 +
|116
 +
|96
 +
|6
 +
|style="background-color: #FF0000"|<font color="white">1.53 </font>
 +
|style="background-color: #00FF00"|2.55 ('''250.41''')
 +
|7.412
 +
|style="text-align: left"|
 +
#{{Ship/Link|Yahagi Kai Ni B|text=Yahagi}} (The CL with {{Night SPB}}) is set to be '''85 morale''' as she is likely to score MVP throughout the run.
 +
#You should alway sortie this fleet at 49 morale as '''if you manage to S-rank all preboss nodes, the entire fleet will be sparkled by the time you reached the boss node''', which helps reduce bucket usage.
 +
#<font color="green">'''Best map to kill transport ships as you will meet 4 of them in one sortie.'''</font>
 +
#Like Phase 1, boss node still <font color="green">'''contains a lot of old {{Ship/Link|Naganami|Zuikaku|Shoukaku|Mutsu|Agano|Ariake|text=rare ships}}, making it ideal to farm for their equipment'''</font> if the player desires.
 +
#However, the <font color="red">{{EquipmentLink|Elite Torpedo Squadron Command Facility}} '''is the absolutely minimum requirement'''</font> for this fleet to work, and '''possibly the {{EquipmentLink|Prototype Night Zuiun (Attack Equipment)}}''' as well to maintain the high pass rate.
 +
#Due to the possibility of using FCF, it is possible that LoS may drop below the requirement. Only continue if your fleet still <font color="red">'''have above Cn2 45 LoS'''</font>.
 +
#Each run in average supposed to consume '''174''' ammo, but 5-4 south route also consists of one ammo node that will alway give you '''60 ammo''' (No DLC equipped). Assuming 98% of the time you will not retreat and go through this node, you will gain back the ammo you used, which is around '''60 x 98% = 58 ammo''', hence the ammo usage became '''174 - 58 = 116'''.
 +
#If you managed to tweak the fleet setup to allow 3-slot CL or weaker DD with low luck while maintaining reasonable pass rate, <font color="green">'''this map can be one of the best options for leveling. A ship that is in non-flagship position and never get MVP will gain at least 1700 - 1850 EXP per boss runs (2500 - 2800 if flagship, more with MVP)'''</font>. Theoretically, if the flagship always becomes MVP and you finished the boss battle, she can gain up to '''4500 EXP''' per runs.
 +
#Keep in mind that due to being in a slot with very low capacity, the {{EquipmentLink|Prototype Night Zuiun (Attack Equipment)}} will <font color="red">'''almost always be completely shot down'''</font>, thus losing the proficiency.
 +
#For some reasons, if you approach the boss node from south route once the map is cleared, {{Enemy/Link|Heavy Cruiser Ne-Class/Elite|text='''CA Ne-Class'''}} comp will never appear (Dev oversight or historical reference?)<br/><br/>
 +
-->
 
|-
 
|-
|'''6-3 1CL 4DD 1AV''' - Opening Torpedo + 3 SPB + 4 OASW [https://drive.google.com/file/d/1RuSd7ouBTVsLu4MIiH38gjrkl74kHbBm/view?usp=sharing]
+
|'''[[6-3]] <br> 1CL 4DD 1AV''' <br> [https://drive.google.com/file/d/1MV_kEXOJYWTrSHElR25J9dlhM8d9WuCh/view?usp=sharing]
 
|Medium
 
|Medium
|93.5%
+
|97.5% <ref name="Note63BRank">The simulator assumes you would only advance to night battle if you '''DID NOT''' get at least a '''B Rank''' at the end of the day battle. If you '''DID''', you would just stop fighting and go home. This explains the lower bucket usage. In general, unless you are looking for rare drops, it's not worth getting the S rank, B rank is enough.</ref>
|4.2%
+
|2.4%
|132/100/117/13
+
|112
|style="background-color: #FF0000"|<font color="white">1.794</font>
+
|75 <ref name="Note63ResNode">The air recon resource node can give a small amount of ammo and bauxite depending on the player luck. If they managed to roll those, the amount of resource spent will be less. Therefore, in practice, the efficiency index of map 6-3 on average can be higher than the number shown here, as this number assumes you never gained any ammo or bauxite during the sortie.</ref>
|''1. '''Not recommended in general''' unless the player really needs devmat and can afford exchanging bucket for devmat.''<br/>''2. Yahagi (The opening torpedo CL) is set to be '''85 morale''' as she is likely to score MVP throughout the run.''<br/>'''''3. Requires married DDs to enable OASW.'''''<br/>''4. 3 SPB and 1 recon are used to secure GS for air recon node G and H. Both of these nodes combined can yield up to 6 devmat if the player is lucky (Still requires at least a victory at the boss node to obtain though).''
+
|100
 +
|3 <ref name="Note63ResNode"/>
 +
|style="background-color: #FF0000"|<font color="white">1.38</font> <ref name="Note63BRank"/>
 +
|style="background-color: #FFFF00"|2.18 ('''212.55''')
 +
|7.517 <ref name="Note63ResNode"/>
 +
|style="text-align: left"|
 +
#{{ShipLink|Mikuma Kai Ni Toku|text=Mikuma}} is set to be '''85 morale''' as she is likely to score MVP throughout the run.''
 +
#If the player prefers farming {{DM}} via the air recon node, {{ShipLink|Nisshin A|text=Nisshin}} can be used as an AV with full SPB loadout. This will secure GS for air recon node G and H, and <font color="green">'''both of these nodes combined can yield up to 8 {{DM}}'''</font> if the player is lucky (Still requires at least a victory at the boss node to obtain though).
 +
#Keep in mind that without a proper combat-oriented AV like {{ShipLink|Mikuma Kai Ni Toku|text=Mikuma}}, the victory rate may decrease.''<br/><br/>
 
|-
 
|-
|'''7-1 1CL 4DD''' - Damegami RE [https://drive.google.com/file/d/1DnPGwy7-8ux4sDKAAXvI3NLXP6eizdA2/view?usp=sharing]
+
|'''[[7-1]] <br> 1CL 4DD''' <br> Damegami RE [https://drive.google.com/file/d/1DnPGwy7-8ux4sDKAAXvI3NLXP6eizdA2/view?usp=sharing]
|style="background-color: #00FF00"|Low
+
|Medium
|style="background-color: #00FF00"|99.7%
+
|style="background-color: #00FF00"|99.8%
|style="background-color: #00FF00"|0.3%
+
|style="background-color: #00FF00"|0.2%
|45/27/7/0
+
|style="background-color: #00FF00"|32 <ref name="71fuel">Node E gives 10-20 fuel (average 15), hence 47 - 15 = '''32'''.</ref>
 +
|style="background-color: #00FF00"|46
 +
|style="background-color: #00FF00"|7
 +
|style="background-color: #00FF00"|0
 
|style="background-color: #00FF00"|0.08
 
|style="background-color: #00FF00"|0.08
|''1. Standard ranking fleet, '''default chosen by most of the players'''. Yahagi (The CL) will maintain the sparkle overtime due to MVP control hence she is set to be '''85 morale''' in the simulator. On another hand, the flagship and the CL should have the weakest ASW while 3 other DDs should have strong ASW to keep the sparkle up throughout the run.''<br/>''2. Despite damegami in the RE, they will never be used, as seen in the result of the simulator with 0 usage. They are there to allow you to advance to the boss node with no harm done.''<br/>''3. Some players might dislike damegami strategy however, they also require RE which many players might not have to enable this option.''
+
|1.47 ('''146.7''')
 +
|style="background-color: #00FF00"|14.7
 +
|style="text-align: left"|
 +
# Standard ranking fleet, '''<font color="green">default chosen by most of the players</font>'''. {{Ship/Link|Yahagi Kai Ni B|text=Yahagi}} (The CL) will maintain the sparkle overtime due to MVP control hence she is set to be '''85 morale''' in the simulator. On another hand, the flagship and the CL should have the weakest ASW while 3 other DDs should have strong ASW to keep the sparkle up throughout the run.
 +
# Despite damegami in the RE, they will never be used ('''Please also see <font color="red">Note</font> <ref name="damegami71">There is actually an extremely small chance (around 0.01%, or 1 out of 10000 runs) that you will use it, the simulator rounded it down to 0.</ref> below'''). They are there to allow you to advance to the boss node with no harm done.''<br/><br/>
 +
|}
 +
<references/>
 +
|-|Comp Setup, Routing & Misc. Notes=
 +
<div align="center">'''Map information'''
 +
{| class = "wikitable" style="text-align: center; width: auto"
 +
!Map
 +
!Image
 +
!Comp Setup
 +
!style="auto;"|Route
 +
!style="width:250px;"|Air Power
 +
!style="width:75px;"|LoS
 +
!Recommended <br> Formations
 +
!Notes
 
|-
 
|-
|'''7-3 1AV 2CA 3DD''' - Kamikaze Ashigara Haguro historical fleet
+
|[[3-2]]
|Medium
+
|[[File:World 3 3-2 Map.png|300px|thumb]]
|
+
|[[File:MFB_RC32.png|300px|thumb]]
|
+
|{{MapRoute|C|red|G|violet|L|red}}<br>Surface: 1<br>Boss: 1<br>Maelstrom: 0-1
|
+
!
|
+
!
|
+
|style="text-align: left"|{{LineAhead}}
 +
!
 +
|-
 +
|[[3-4]]
 +
|[[File:World 3 3-4 Map.png|300px|thumb]]
 +
|[[File:MFB_RC34_2N.png|300px|thumb]]
 +
|{{MapRoute|D|violet|H|red|P|red}}<br>Surface: 1<br>Boss: 1<br>Maelstrom: 1
 +
|84 for AS
 +
!
 +
|style="text-align: left"|{{LineAhead}}
 +
!
 +
|-
 +
|[[4-4]]
 +
|[[File:World 4 4-4 Map.png|300px|thumb]]
 +
|[[File:MFB_RC44.png|300px|thumb]]
 +
|{{MapRoute|A|red|E|red|I|red|K|red}}<br>Surface: 2<br>Submarine: 1<br>Boss: 1
 +
|144 for AS+
 +
!
 +
|style="text-align: left"|{{LineAbreast}} E <br> {{LineAhead}} Other
 +
!
 +
|-
 +
|[[4-5]]
 +
|[[File:World 4 4-5 Map.png|300px|thumb]]
 +
|[[File:MFB 45 sub.png|300px|thumb]]
 +
|{{MapRoute|D|red|H|red|T|red}}<br>Surface: 1<br>Submarine: 1<br>Boss: 1
 +
!
 +
!
 +
!
 +
|style="text-align: left"|<font color="red">'''FINAL FORM ONLY'''</font>
 +
|-
 +
<!--|[[5-4]]
 +
|[[File:World 5 5-4 Map.png|300px|thumb]]
 +
|[[File:MFB_RC54.png|300px|thumb]]
 +
|{{MapRoute|E|red|H|purple|J|purple|P|red}}<br>Surface: 1<br>Night: 2<br>Boss: 1
 +
!
 +
|Cn2 45
 +
|style="text-align: left"|{{Echelon}} H <br> {{LineAhead}} Other
 +
|style="text-align: left"|<font color="red">Boss node is fixed to the comp consisting of {{Enemy/Link|Light Cruiser Tsu-Class Elite|text='''CL Tsu-Class'''}} and {{Enemy/Link|Destroyer Ro-Class Late Model|text='''DD Ro-Class'''}} once the map is cleared and you approach the boss node from south route.</font>
 +
|- -->
 +
|[[6-3]]
 +
|[[File:World 6 6-3 Map.png|300px|thumb]]
 +
|[[File:MFB_RC63.png|300px|thumb]]
 +
|{{MapRoute|C|red|E|red|G|green|H|green|J|red}}<br>Surface: 1<br>Submarine: 1<br>Boss: 1<br>Resource: 2
 +
!
 +
|Cn3 38
 +
|style="text-align: left"|{{LineAbreast}} C <br> {{LineAhead}} Other
 +
|style="text-align: left"|Air recon nodes G and H give one of the following resources each:
 +
*Normal Success:
 +
**50/60/80 {{Ammo}}
 +
**30/40/50 {{Bauxite}}
 +
**1 {{DM}}
 +
*Great Success:
 +
**100/150/200 {{Ammo}}
 +
**80/100/150 {{Bauxite}}
 +
** 2/3/4 {{DM}}
 +
<br/><br/><font color="red">{{Enemy/Link|Destroyer Princess|text='''Destroyer Princess II (115 Armor)'''}} comp will disappear once the map is cleared.</font><br/><br/>
 
|-
 
|-
|'''7-4 1CL 1BBV 1CVL 3DD''' - 4-5 OASW & Atlanta AACI [https://drive.google.com/file/d/1qwoxvSFfXoyfb6NFBo8KEkUVxDsyM2Vh/view?usp=sharing]
+
|[[7-1]]
|style="background-color: #00FF00"|Low
+
|[[File:World 7 7-1 Map.png|300px|thumb]]
|94%
+
|[[File:MFB RC71.png|300px|thumb]]
|2.8%
+
|{{MapRoute|D|red|E|green|G|red|H|red|K|red}}<br>Surface: 1<br>Submarine: 2<br>Boss: 1<br>Resource: 1
|style="background-color: #FF0000"|<font color="white">204/258/40/57</font>
+
!
|0.208
+
!
|''1. Hyuuga OASW with helicopter, Zuihou also OASW, Yukikaze K2 requires ring to enable OASW while keeping TCI. If she is not married, 1%-2% sunk rate loss is expected.''<br/>''2. If LBAS is disabled to save time, bauxite cost will increase (around 25) along with lower clear rate. Getting another fighter, replacing Saiun will give back the original bauxite cost but will lower clear rate again to 91%-92% and double the bucket cost. Depending on the player preference of saving time or maximizing the clear rate, they will pick one set over another.''
+
|style="text-align: left"|{{LineAhead}} G <br> {{LineAbreast}} Other
 +
|style="text-align: left"|Node E gives 10-20 {{Fuel}} (random amount between every 5 increment).
 +
*Drum +2
 +
*DLC +3.
 
|}
 
|}
 
</div>
 
</div>
<div align="center">''Special thanks to '''Keshak''' for providing the comp and '''Divinity_123''' for adjusting the setup and verifying the numbers.''</div>
+
|-|Extra Note, Explanation=
----
 
''Note 1: Boss sunk rate is based on scenario where all the shipgirls are full HP & 49 morale, unless stated otherwise.''<br/>
 
''Note 2: The rate, average resource and bucket cost might vary depending on the player. This is a rough estimation based on the status of my shipgirl level and equipment. In most cases, this won't make much difference however''<br/>
 
''Note 3: The simulator assumes 100% you will hit the maelstrom, therefore you will alway lose fuel supply upon reaching the boss node. This doesn't affect the rate however. The only thing it changes is the slight difference of fuel consumption where it's 66 if you hit the maelstrom and 56 if you don't.''
 
*''The amount of fuel loss is based on the number of radar carrier your fleet has. The comp provided here has 4 radars on 4 ships, which only causes you to lose 12.6% fuel. For details of how much fuel you will lose, you can check JP wikiwiki of KC community where their 3-2 page has this line in the composition list: '''電探0:-28%, 電探1:-21%, 電探2:-16.8%, 電探3:-14%, 電探4:-12.6%, 電探5:-11.76%, 電探6:-11.2%'''. The kanji means radar carrier and the number represents how many radar carrier you have. For example, if you have 3, you will lose only 14%, likewise, if you have 4, you will lose 12.6%.''
 
  
==Ranking Map==
+
</tabber>
===Map 7-1: Brunei Anchorage===
+
</div>
<div class="mw-collapsible mw-collapsed" style="width:100%">
+
<div align="center">''Special thanks to '''Savara''' for providing the comp and '''Divinity_123''' for adjusting the setup and verifying the numbers.''<br/>
<font color="purple">'''Click expand to show'''</font>
+
</div>
<div class="mw-collapsible-content">
 
*Chosen by most people, '''this is the default map''' to rank until you are bored of it and feel like trying other maps below.
 
**This map is also my in-game server btw, Brunei ftw anyone?
 
*Map 7-1 in general is occupied by enemy submarine with only one surface node on the way that can potentially damage your ships. Therefore, '''high-level ships are required''' if you want consistency, in order to deal with enemies in that surface node and evade the closing torpedo in case they launch at your ships.
 
*Boss node can drop a certain rare DDs such as {{ShipLink|Arashi}}, {{ShipLink|Hagikaze}}, {{ShipLink|Sagiri}}
 
<br/>
 
====Comp====
 
<div align="center">'''1CL 4DD going DEGHK'''</div>
 
[[File:MFB7-1.png|600px|thumb|center]]
 
*All submarine nodes should be straightforward, the only problem you will encounter is the surface node G as stated earlier.
 
**'''Stacking and improving sonars''' will help out a lot for this map, not only do they increase torpedo evasion rate when improved, bringing more sonars will also grant a lot of damage, up to the point that even if your ships are Chuuha or Taiha, they will still be able to deal enough damage to blow up the sub.
 
*'''3 Sonar +9 is the best option, or exchange one sonar for depth charge to enable 1.15x ASW damage.'''
 
*'''High-firepower DDs''' are preferred in order to take out surface enemies faster.
 
**DD with '''69 firepower or more guarantees knocking out DD Ro-Class Late Model and Chuuha CL Ho-Class under parallel''', make sure to bring them if you wanna maximize potential hits.
 
*There are also two tricks to counter node G overtime
 
**'''Make use of damecon and damegami'''. There is a very small chance that the submarine nodes after node G will hurt you. Most of the times, you will just take them out before they get a chance to launch torpedo and hurt your ship (The task is even easier if your ships have a bunch of improved sonars), therefore, even if you get Taiha in node G, you can still advance towards the boss node without consuming damecon at the end (It's still possible, but '''<u>very unlikely</u>''').
 
***<font color="red">'''This works best if all the ships you bring have RE punched'''</font> as you can drop a damecon in the RE slot without occupying any potential equipment slot that gimp your fleet performance.
 
***<font color="red">'''Still, avoid advancing after node G if the enemies hit two of your ships down to Taiha'''</font>, as your total ASW power at that point would cripple and you may increase the chance of the enemy submarine actually hitting your Taiha ships to death should you advance further, keep in mind about this.
 
**'''Auto-sparkling on the way to the boss'''. Generally, the CL you use would be {{ShipLink|Abukuma Kai Ni}} or {{ShipLink|Yuubari Kai Ni/Toku}}. One DD put as the flagship should always be sparkled after the first node, while that CL will always be sparkled after node G as she has more strikes against enemies than the other DDs. Now, if we can control MVP to land on the other three DDs, they should alway be automatically sparkled overtime on the way to the boss. The best way to do this is trying to nerf ASW damage of the DD flagship a bit, make her have less ASW damage than the other three DDs (But still strong enough to take out enemy Submarine under Red T), '''i.e : DD Flagship carries Sonar + DC only, while the other 3 DDs carry 2 Sonars + DC''', this will give the other 3 DDs higher ASW damage output.
 
***It goes without saying that the second trick requires you to sortie the fleet at 49 morale.
 
***Some people don't really wanna risk the use of damecon despite having a very low chance to actually consume it, they simply turn back home if they get Taiha at node G. I suppose that's fine too if you wanna play safe or try to save damecon for the future.
 
*<font color="red">'''Formation: Line Ahead''' at node G, '''Line Abreast''' for anywhere else</font>
 
<br/>
 
====Efficiency====
 
*Assuming all nodes are scored with S rank, one full run of 7-1 will give '''140 x 3 + 1680 = 2100 HQ exp = 1.47 Ranking pt (will be abbreviated as rpt from here on)'''
 
*One full run of 7-1 requires at least 4 minutes, ideally, one can do '''60 : 4 = 15 runs / hour, which gives 1.47 x 15 = 22.05 rpt / hour'''
 
*'''Bucket usage: Low -> <font color="blue">Average</font>'''
 
*'''Resource usage: 50 fuel and 54 ammo when supplying for each 7-1 boss run, fairly cheap'''
 
<br/>
 
 
----
 
----
</div></div>
 
 
===Map 3-2: The Kis Island===
 
<div class="mw-collapsible mw-collapsed" style="width:100%">
 
<font color="purple">'''Click expand to show'''</font>
 
<div class="mw-collapsible-content">
 
*Remember the good old map 3-2 in phase 1 that was random as hell ? Well.... in phase 2, it's more tolerable, with a certain composition, '''you now can secure the boss routing''', no more random compass !
 
*But then, '''pre-boss is still painful'''. Dodging closing torpedo is amusing as usual, sometimes your ships can miss entirely and take all the closing torpedo from the enemies too which hurts '''a lot''' (Gotta love those Late Model DD evasion !)
 
*On a side note, '''ranking in 3-2 is considered to be very quick'''. You gain the same amount of point in 7-1 in just 3 minutes, thus '''giving you more points in an hour compared to 7-1.'''
 
**However, you need to be in late-game stage in order to obtain necessary item and equipment to make 3-2 ranking more consistent (See below).
 
*Boss node always contains either 1 or 2 enemy transport ships, '''making this map a great choice to rank while getting 50 transport kills on the way.'''
 
**{{ShipLink|Shimakaze}} has been reported to also drop here. It would be a great option to farm her here in case you need {{EquipmentLink|Type 22 Surface Radar}}
 
*Lastly, the comp said below can make you '''go either E or G''', but will never go to H. Keep in mind that '''node G is a maelstrom node that wipe out some bar of your remaining fuel''', you may wanna bring a bunch of radars to counter the loss.
 
<br/>
 
====Comp====
 
<div align="center">'''1CL 5DD (Fast+), carrying at least 1 radar, going CEFL or CGFL'''</div>
 
[[File:MFB3-2.png|600px|thumb|center]]
 
*'''Skipping node H completely''' which contains enemy Battleship, but requires all members of the fleet to have '''Fast+''' speed. This can be done by giving them '''one Turbine + one boiler'''.
 
**Ideally, you will want to '''punch RE on all of them''', so that they can carry two guns, or one gun one radar for more firepower and accuracy.
 
**Since you need RE and a lot of turbine and boiler to make it work overtime, this map is totally not for early rankers.
 
*As you will only fight two battles including boss, '''this is the faster alternative map to get rpt'''. But in exchange, it's kinda '''hard to reach the boss node reliably''', as enemies in node C can critically damage your ships with their closing torpedo.
 
*Also, '''bucket usage will be increased''' compared to the other maps. A pretty good chance your ships will take the closing torpedo from the enemies, so you better prepare a lot of buckets before attempting, as you will see it happening a lot.
 
*'''A way to reduce the bucket usage is making strong DDs always hit the strong enemies last''' (Any DDs with around '''69 firepower'''). CLT Chi-Class, CL Ho-Class and He Class are often the ones left alive after shelling finished, who will then proceed to launch torpedo and damage your girls. If your strong DDs alway perform the shelling last, they will have a higher chance of taking those enemies out before the closing torpedo phase, compared to the weaker DDs.
 
**In order to achieve this, Fletcher gun (5in GFCS) or radars with medium range are required. '''The idea is like in the image above, just let weaker DDs carry the medium-range radars so they will shell first, the ones without medium-range radars will alway shell last in this case in order to nuke those nasty CLT and CL and shut them up'''. Ideally you will need 2-3 strong DDs to shell last so only 2-3 medium-range radars are required, which is not much actually.
 
*Interesting note: '''Ranking this map is also a good way to damage your bucket''' if your bucket is nearly capped, or just feel like damaging someone for some reason.
 
*'''Morale will be drained very quickly''' as a side effect, due to only fighting two battles. You may need to '''rotate the ships''' a lot if you wanna rank in 3-2 repeatedly.
 
*'''Only 1 radar is needed to skip node H''', but it seems that if you bring more radars, the higher chance you will go to E instead of G? (Up to 6 radars, it's like 50/50?)
 
*<font color="red">'''Formation: Line Ahead''' at all nodes.</font>
 
<br/>
 
====Efficiency====
 
*Assuming all nodes are scored with S rank, one full run of 3-2 will give '''120 + 1740 = 1860 HQ exp = 1.3 rpt'''
 
*One full run of 3-2 requires at least 3 minutes, ideally, one can do '''60 : 3 = 20 runs / hour, which gives 1.3 x 20 = 26 rpt / hour'''
 
*'''Bucket usage: <font color="blue">Average</font> -> <font color="red">High</font>''' (Pretty much that you should only attempt this if you have bucket to spare)
 
*'''Resource usage when supplying (Assuming the boss fight ended at day)'''
 
**If going through node E: '''50 fuel 60 ammo'''
 
**If going through maelstrom node G : '''70 fuel 60 ammo''' (1 Radar), '''55 fuel 60 ammo''' (6 Radars)
 
**'''Conclusion: cheap = 7-1, but may sacrifice a bit of more fuel if you hit node G too often'''
 
<br/>
 
----
 
</div></div>
 
 
===Map 4-4: Kasugadama Island===
 
<div class="mw-collapsible mw-collapsed" style="width:100%">
 
<font color="purple">'''Click expand to show'''</font>
 
<div class="mw-collapsible-content">
 
*'''4-4 is pretty much a comfortable map''' that you can chill out and let your ships gain level here while you go do something else like I don't know, reading a book?
 
*Well....at least until the boss node where [[Armored Carrier Princess]] and BB Ta-class can turn the table and decide to steal some of your bucket whenever they feel like it.
 
**And... its just much worse if you happened to roll '''Line Ahead''' comp at the boss node, oh boy.... Did I mention there are 2 Ta-class at the boss node too? Yeah.... Two.....
 
*'''Generally people choose this map to rank instead when they are bored of 7-1''' (Or maybe they need a bit faster rpt gain)
 
*'''Clearing 4-4 boss counts towards Weekly World 4 Quest'''
 
*'''Boss node sometimes contains a transport ship for you to kill'''
 
*Boss node also drops a lot of rare ships such as {{ShipLink|Nagato}}, {{ShipLink|Mutsu}}, {{ShipLink|Shoukaku}}, {{ShipLink|Zuikaku}} and {{ShipLink|Taigei}}
 
<br/>
 
====Comp====
 
'''<div align="center">1CL 2DD/DE 3CVL going AEIK</div>'''
 
[[File:MFB4-4.png|600px|thumb|center]]
 
*'''Air power: 150+ for AS+'''
 
*'''DD can be replaced with DE''' for even lower consumption, but may increase the chance of retreating
 
**As 4-4 doesn't feature a lot of enemy carriers (Even [[Armored Carrier Princess]]'s planes hardly damage you during airstrike), AACI is not really needed, so you should pack '''at least 4 OASW''' to help bypass the submarine node E easier
 
***As such, CVE [[Taiyou]] and [[Shinyou]] are useful for OASW here
 
*Any CVLs works, but I will recommend small-slot CVL like Suzukuma (15/12/12/8). I know you would ask, ''Isn't that the bigger the slot is, the better the airstrike damage?'' Well yeah... but you should realize the pre-boss don't really pose as threat much, not until you actually reach the boss node, so you don't need a large amount of plane to begin with (This is not 3-4, in 3-4, you actually need big slots to nuke enemy BB pre-boss during airstrike). It would be better if you '''try to save bauxite''' on the way too, and the best way to do this is making use of good old 5-4 trick, '''putting plane in the slot <= 17.'''
 
**Kinda hard to explain with number, but just get the basic idea: '''If you gain AS+, then during the fighter combat phase, you will not lose any planes as long as the plane in that slot is <= 17'''. If the slot is 18 or higher, they will start having a chance of getting shotdown during fighter combat. This trick was abused a lot back in 5-4 phase 1 to conserve bauxite and it still works for this new 4-4.
 
**This means, {{ShipLink|Suzuya Carrier Kai Ni}}, {{ShipLink|Kumano Carrier Kai Ni}} and {{ShipLink|Zuihou Kai Ni B}} are all good candidates as they all have perfect slot size (Not much for Zuihou as her first slot is 18, but only small chance that slot will lose one so don't worry much). Obviously, '''the bigger slot, like Intrepid's 40 slot, the higher the chance of the plane occupying that slot will get shotdown during fighter combat''', thus losing more bauxite.
 
**{{EquipmentLink|Type 97 Torpedo Bomber (Tomonaga Squadron)}} occupying 17 slot should be able to take out enemy CA Ri-class Flagship most of the times, but unlikely to take out BB Ta-class or [[Armored Carrier Princess]] at the boss node, so you might let your ships vulnerable during the boss fight. If you are lucky, your CVL will just take those Ta out and you get away with no damage, otherwise, you need to pay bucket. At least '''you save bauxite this time though, and the fleet is way cheaper than the 3-4 one in general''', so it's a good trade-off
 
**Of course, '''the 17-slot trick only works for fighter combat phase'''. The fleet AA phase followed after fighter combat is irrelevant, you will still lose plane in this phase (Worse if the enemies are in diamond formation), so better pray the enemies won't suddenly roll high fixed shotdown to knock your plane off.
 
*<font color="red">'''Formation: Line Abreast''' at node E, '''Line Ahead''' at the other nodes</font>
 
<br/>
 
====Efficiency====
 
*Assuming all nodes are scored with S rank, one full run of 4-4 will give '''170 x 3 + 2340 = 2850 HQ exp = 2 rpt'''
 
*One full run of 4-4 requires at least 5 minutes, ideally, one can do '''60 : 5 = 12 runs / hour, which gives 2 x 12 = 24 rpt / hour'''
 
*'''Bucket usage: <font color="blue">Average</font>'''
 
*'''Resource usage: Assuming no night battle needed, it costs 150 fuel and 135 ammo when supplying, more expensive than 7-1, but way cheaper than 3-4.'''
 
<br/>
 
----
 
</div></div>
 
 
===Map 7-3: Penang===
 
<div class="mw-collapsible mw-collapsed" style="width:100%">
 
<font color="purple">'''Click expand to show'''</font>
 
<div class="mw-collapsible-content">
 
*For a limited time, 2nd boss node of this map drops a lot of good drops such as DEs ({{ShipLink|Hirato}}, {{ShipLink|Fukae}} or event-only ships {{ShipLink|Pola}}, {{ShipLink|Gambier Bay}}. Due to this, this map has become a new potential ranking area while farming on the way.
 
*While it's possible to rank with '''Fast+''' fleet (meaning no historicals required), it's not entirely recommended due to high bucket usage and handicapped equipment slots that are occupied with turbine and boiler. Therefore, it's better to farm {{ShipLink|Kamikaze}} who drops on this map, then sortie the fleet with her for an easier time ranking. Don't worry about her drop rate though because her drop rate is pretty high actually, like 4-5%
 
*All the comps below are historical fleets. So like I said, '''farm {{ShipLink|Kamikaze}} before you attempt to rank here !'''
 
<br/>
 
====Comp====
 
There are 3 comps you can use to rank, but the first comp (known as the standard comp) is already put as the recommended comp on the 7-3 page, and since this comp is fairly simple and straight forward, I will just skip talking about it and bring to you another two comps below instead, which may look new to you guys.
 
----
 
<div align="center">'''Variant 1: Haguro Ashigara Kamikaze AV 2DD going ACDGP'''</div>
 
----
 
<br/><div align="center">'''Variant 2: Haguro Ashigara Kamikaze AV CL/CLT 1DD going ACDGJP'''</div>
 
[[File:MFB7-3-02.png|600px|thumb|center]]
 
*Okay, like the title said, this comp '''saves some buckets''' compared to the variant 1 above. The reason is that you get to bring even more opening shots, this will help reduce enemy shelling.
 
*In exchange, however, you will go through a submarine node before going to the boss. It's not much of a threat though so you will be fine if you can pack some OASW on the way.
 
*This comp has more notes, as stated in the image:
 
**You can improve sonars then stack them on your girls to '''increase torpedo evasion''', which is one of the factors that damages your girls and costs you buckets
 
**'''Equipping {{EquipmentLink|203mm/53 Twin Gun Mount}} (Zara gun) on your Haguro and Ashigara to force them to alway shoot first''', taking enemies out faster
 
**'''Seaplane bombers (Better if they have AA resistance) are brought to help bomb enemies''' as well so your Haguro and Ashigara can aim at CA Ne Elite and CL Tsu Elite and take them out before the torpedo phase.
 
**Final extra note: If you want, you can rig the MVP on Kamikaze everytime by giving her the strongest OASW setup. This way, before going to the boss node, she will nearly alway get the MVP and sparkle herself up so that she can dodge better at the boss node (She is pretty fragile, don't you agree?)
 
***It goes without saying you need to sortie at 49 morale obviously.
 
----
 
<br/><div align="center">'''Variant 3: Haguro Kamikaze 2CAV going ACDGP'''</div>
 
[[File:MFB7-3-03.png|600px|thumb|center]]
 
*This comp '''trades the reduced bucket usage for faster sortie''' (Less time consumed compared to the other comps, that's why I nicknamed this comp as "rush hour" comp)
 
*'''Seaplane bombers (Better if they have AA resistance) are brought to help bomb enemies''' as well so your CA(V) can aim at CA Ne Elite and CL Tsu Elite and take them out before the torpedo phase (Although this is less likely to happen compared to the variant 2 comp, as you have less opening this time)
 
*This comp, while it's fast, can cause some issue preboss as you only have 4 ships, so '''Kamikaze becomes more vulnerable''', might cause retreat if she got an unlucky snipe.
 
*This comp also has one more note as stated in the image: Bulge your CA(V) if you can to increase survivability
 
----
 
*<font color="red">'''Formation : Line Abreast''' at node J, '''Line Ahead''' at other nodes</font>
 
 
====Efficiency====
 
*Assuming all nodes are scored with S rank, one full run of 7-3 (If variant 2 comp is used) will give '''160 x 3 + 1920 = 2400 HQ exp = 1.68 rpt'''
 
*One full run of 7-3 requires at least 5 minutes, ideally, one can do '''60 : 5 = 12 runs / hour, which gives 1.68 x 12 = 20.16 rpt / hour'''
 
**This assumes the normal '''Variant 2''' comp. Using 4-ship comp ('''Variant 3''') can gain point a little faster
 
*'''Bucket usage: <font color="blue">Average</font> -> <font color="red">High</font>''' (Depends on variant 2 or 3 comp)
 
*'''Resource usage: Assuming no night battle needed, it would cost 125 fuel 190 ammo when supplying (Variant 2) or 102 fuel 126 ammo (Variant 3). Variant 2 is slightly cheaper than 7-2 while variant 3 is slightly cheaper than 4-4.'''
 
<br/>
 
 
----
 
</div></div>
 
 
===Map 6-3: Operation K===
 
<div class="mw-collapsible mw-collapsed" style="width:100%">
 
<font color="purple">'''Click expand to show'''</font>
 
<div class="mw-collapsible-content">
 
*Notice how ever since the remodel of {{ShipLink|Ise Kai Ni}}, the devmat has been significantly decreased? Maybe it was not seen clearly that time, but with the latest remodels such as {{ShipLink|Yahagi Kai Ni}} or {{ShipLink|Mogami Kai Ni}}, the impact has become much stronger. In fact, in just the recent two years (2019-2020), the player can blow as much as up to 2000 devmat just for remodel alone! This caused some issue for whoever didn't stockpile a lot of devmat beforehand.
 
*Well, you must be wondering how to farm devmat in order to balance out those remodel cost? You have come to the right place then, because I have this particular thing which might interest you.
 
*In map 6-3, there are 2 aerial resource nodes you can hit in order to obtain some good stuffs (Devmat is one of them). One may attempt to hit those nodes to farm devmat, which is fine by me, but there is a twist: You gotta win the boss fight in order to obtain those stuffs, which might be a problem for some players.
 
*Don't worry, I have a good composition for you if you wanna win that boss node. In a sense, while you are farming devmat there, you passively do ranking on that map too! That's why I will call this article as 6-3 ranking.
 
*'''Note one important thing before we go into the details: <font color="red">The comp is very cheap to rank when it comes to resource, but will increase the bucket usage a lot. I will only recommend this if you have many buckets to spare!</font>'''. In a sense, ranking this map means you are converting buckets into devmats.
 
 
====Comp====
 
<br/><div align="center">'''1CL 4DD 1AV going ACEGHJ'''</div>
 
[[File:MFB 63 ranking.png|600px|thumb|center]]
 
*As of now, it's recommended to have '''4 married strong DDs and CL Agano class K2 for 5 OASWs in total'''. The submarine node is known to cause many issues if you don't have OASW to shut them up, let alone the next preboss surface node. You need strong DDs that can hit over 90 damage (Including equipment, parallel) at day to bypass the second node reliably as well. Therefore, marrying strong DDs is a good choice if you wanna invest on this comp for ranking and farming in the future
 
**If you don't marry multiple ships like in the comp, you can still try to go without OASWs or use less-firepower DDs. Expect some issues if you do so though.
 
**If you do marry them, try to push them to the level that they can OASW with one {{EquipmentLink|Type 4 Passive Sonar}}. This way you can keep night DA as well.
 
*You only need to win the boss fight, which means only '''A or B rank''' required. If you already got A or B by the end of the day battle, just retreat back to the base, as there is not much point going for S rank '''unless you want {{ShipLink|Unryuu}}'''
 
*Recommended to use the seaplane bombers with AA resistance to avoid getting shot down by CL Tsu-class
 
*Be careful of the C node as it's a submarine node without warning. A lot of players tend to click Line Ahead here by mistake (Even I did here and there.....)
 
*<font color="red">'''Formation : Line Abreast''' at node C, '''Line Ahead''' at node E and the boss node</font>
 
 
====Efficiency====
 
*Assuming all nodes are scored with S rank, one full run of 6-3 will give '''180 x 2 + 2760 = 3120 HQ exp = 2.18 rpt'''
 
*One full run of 6-3 requires at least 5 minutes, ideally, one can do '''60 : 5 = 12 runs / hour, which gives 2.18 x 12 = 26.16 rpt / hour'''
 
*'''Bucket usage: <font color="red">High</font>''' (The preboss and the boss can damage your girls easily)
 
*'''Resource usage: Assuming no night battle needed, it would cost 60 fuel 65 ammo when supplying. Very low consumption'''
 
<br/>
 
----
 
</div></div>
 
  
 
==Managing quarterly sortie quests ranking points==
 
==Managing quarterly sortie quests ranking points==
Credit to '''Keshak#7576''' (discord). This is one of the recommended strategies to shoot ranking cannons.
+
Credit to '''Savara, Ink20'''. This is one of the recommended strategies to shoot ranking cannons.
 
<br/><br/>As of current, there are 7 quarterly quests giving ranking points, known as cannon. A total of '''2050''' point can be obtained by completing all of those.
 
<br/><br/>As of current, there are 7 quarterly quests giving ranking points, known as cannon. A total of '''2050''' point can be obtained by completing all of those.
 
<br/>The following is the list of quarterly sortie quests. '''Bold''' indicates cannon quests
 
<br/>The following is the list of quarterly sortie quests. '''Bold''' indicates cannon quests
Line 307: Line 288:
 
*8. Clear all EOs and farm ranking points as usual
 
*8. Clear all EOs and farm ranking points as usual
 
*9. When the end of the month is close, calculate how many rpt you need to reach your desired position and fire the cannons you need.
 
*9. When the end of the month is close, calculate how many rpt you need to reach your desired position and fire the cannons you need.
 +
 +
 +
Alternatively, if you want to try ranking all 3 months:
 +
*Month 1. Do Bm1, Bm5, Bm8, Bq2, Bq8, 7-2-2 run of Bq10 (so you don't have to open it again) and everything but one run of Bq7, Bq11 and Bq13 (350+300 rpt with 200+80+390 rpt ready in case of need)
 +
*Month 2. Do Bq7, Bq10 and Bq11 (200+400+80 rpt)
 +
*Month 3. Do Bq12 and Bq13 (330+390 rpt)
 +
Also, remember that some requirement of these quests are shared with other quests and can be done together like 5-4 of Bq7 and Bq13 with 2CL, 3CA, 1CV or 1BBV (north or south route), 6-4 of Bq2 and Bq13, 6-3 of Bq2 and Bq4, etc.
  
 
==Trivia==
 
==Trivia==
 +
===Tools that help you with ranking===
 +
====Savara's ranking cutoff - planning tool====
 +
Website: [https://bonodere.famluro.es]
 +
<br/>This is a ranking supportive tool that calculates the amount of point you need to farm in order to reach a selected goal. It also includes features using ranking data from [https://senka.su senka.su] such as automatic score input,  other players tracking system, and a filter for players potentially going for high ranking. For more information, please visit the site.<br/><br/>
 +
 +
====Senka.su====
 +
Website: [https://senka.su]
 +
<br/>A database site that shows the top 500 record of every server, which can be helpful if you wanna check where you are at compared to the other players in the top 500.<br/><br/>
 
===Ranking plan===
 
===Ranking plan===
 
*As of September 2020, many quarterly quests that give ranking points have been released. This has directly affected the ranking pressure across all servers as nowaday T500 may requires as much effort as Phase 1 T100. However, this can also be a good thing as if you do all those quarterlies and EO in one single month, you can stack up to 3000 points pretty easily. With a couple of more sortie, you are guaranteed to hit T500 as well. So my advice is '''If your life is very busy, just focus all quarterlies in one month and clear all the EO that month too, this way, at least you will get ranking rewards every 3 months'''
 
*As of September 2020, many quarterly quests that give ranking points have been released. This has directly affected the ranking pressure across all servers as nowaday T500 may requires as much effort as Phase 1 T100. However, this can also be a good thing as if you do all those quarterlies and EO in one single month, you can stack up to 3000 points pretty easily. With a couple of more sortie, you are guaranteed to hit T500 as well. So my advice is '''If your life is very busy, just focus all quarterlies in one month and clear all the EO that month too, this way, at least you will get ranking rewards every 3 months'''
**Of course it is still possible to rank every month and spread out quarterlies to get enough point buff (i.e each month you only do 2-3 quarterlies for around 600 points), but will require much more points from daily sortie for T500 nowaday if you wanna catch up. Plan your schedule accordingly to your server if you spam daily. You are gonna need like 3500 for T500 (Hashi will need more obviously)
+
**Of course it is still possible to rank every month and spread out quarterlies to get enough point buff (i.e each month you only do 2-3 quarterlies for around 600 points), but will require much more points from daily sortie for T500 nowaday if you wanna catch up. Plan your schedule accordingly to your server if you spam daily. You are gonna need like 3700 for T500 (Hashi will need more obviously)
 
===Regarding the EO and Quest cannon===
 
===Regarding the EO and Quest cannon===
 
*For EO cannon, you can shoot anytime in a month to gain rpt, but '''note that if you shoot in the last day of the month, between 22:00 - 00:00 JST of the next month, it will not be counted for anything !'''
 
*For EO cannon, you can shoot anytime in a month to gain rpt, but '''note that if you shoot in the last day of the month, between 22:00 - 00:00 JST of the next month, it will not be counted for anything !'''
*For quest cannon  
+
*For quarterly quest cannon:
**Shooting it anytime before 14:00 JST of the last day of any month will give rpt to that month
+
**Shooting it anytime before 14:00 JST of the last day of any month will give rpt to that month.
**Shooting it after 14:00 JST of the last day of any month, <u>as long as that month is '''NOT''' the last month of the quarter</u>, will give rpt to the following month
+
**Shooting it after 14:00 JST of the last day of any month, <u>as long as that month is '''NOT''' the last month of the quarter</u>, will give rpt to the following month.
**Shooting it after 14:00 JST of the last day of the last month in a quarter <u>will just simply waste it, not counted for anything</u>
+
**Shooting it after 14:00 JST of the last day of the last month in a quarter <u>will just simply waste it, not counted for anything.</u>
 
**For reference, 4 quarters in KC are month 12-1-2 / 3-4-5 / 6-7-8 / 9-10-11
 
**For reference, 4 quarters in KC are month 12-1-2 / 3-4-5 / 6-7-8 / 9-10-11
 
Example:
 
Example:
 
*Right now it's July, it belongs to quarter 6-7-8. I have the Z cannon available giving 350 points.
 
*Right now it's July, it belongs to quarter 6-7-8. I have the Z cannon available giving 350 points.
**If I shoot it anytime in July before 7/31 14:00 JST, I will have 350 points for July
+
**If I shoot it anytime in July before 7/31 14:00 JST, I will have 350 points for July.
**If I shoot it after 7/31 14:00 JST, but before August coming, I will have 350 points for August
+
**If I shoot it after 7/31 14:00 JST, but before August coming, I will have 350 points for August.
**If I shoot it after 8/31 14:00 JST, I will get nothing out of it, as August is already the last month of the quarter
+
**If I shoot it after 8/31 14:00 JST, I will get nothing out of it, as August is already the last month of the quarter.
 +
*For limited seasonal quest cannon (Rainy Season 2023 - Terubozu, Setsubun, etc...), let's say the current month is '''May''' and it currently has a seasonal quest cannon:
 +
**Shooting it anytime before 14:00 JST of the last day of '''May''' will give rpt to May.
 +
**Shooting it after 14:00 JST of the last day of '''May''' will give rpt to the following month, '''June'''.
 +
The last note regarding the seasonal quest cannon are '''VERY IMPORTANT''' to know about especially <font color="red">if the said cannon is a '''MONTHLY''' quest. As the points are '''given''' to the next month if the cannon is shot '''AFTER 14:00 JST of the current month''', <u>''it is possible to stack the point gained from that particular quest '''TWICE''' in the following month.''</u></font> The seasonal quest cannon will start giving the point to the next month as soon as 14:00 JST of the current month has been passed, but '''the monthly quest reset will not occur yet''', so there is a small time window of 15 hours where you can finish the said monthly seasonal quest before it resets itself, allowing you to do it again, doubling the point gained from the said quest in the following month.<br/><br/>
 +
The entire quest cannon can be summed up using this table:
 +
{| class = "wikitable" style="text-align: center; width: auto"
 +
!rowspan=2|
 +
|colspan=2|'''May 31st'''
 +
|colspan=2|'''June 1st'''
 +
|-
 +
|'''13:59 JST of May 31st and before'''
 +
|colspan=2|'''14:00 JST of May 31st - 04:59 JST of June 1st'''
 +
|'''05:00 of June 1st and later'''
 +
|-
 +
|Quarterly quest
 +
|Accounted for May
 +
|colspan=2|<font color="red">'''LOST'''</font>
 +
|Accounted for June
 +
|-
 +
|Seasonal quest '''BEFORE''' June quest reset
 +
|Accounted for May
 +
|colspan=2|'''Accounted for June'''
 +
|
 +
|-
 +
|Seasonal quest '''AFTER''' June quest reset
 +
|colspan=3|
 +
|Accounted for June
 +
|}
 +
 
 +
===What is considered as a good ranking comp to be listed on the table?===
 +
A comp is considered to be good for ranking if it meets all of the following conditions when testing on the simulator:
 +
*Victory rate > 95%.
 +
*Fuel and ammo used per run < 300.
 +
*Bauxite used per run < 50.
 +
*Bucket used per run < 2.
 +
*4 battles maximum, including boss.
 +
*Efficiency higher than map 3-4 heavy comp.
 +
 
 +
===How to decide the best comp for a map if there are many variants?===
 +
If there are multiple comps that can do the ranking well in a map, a tiebreaker system will be used to determine the best comp to display on the table. Tiebreaker rules are as the following:
 +
# Victory rate
 +
# Fuel and ammo used
 +
# Bauxite used
 +
# Bucket used
 +
# Whether the fleet detecting enemy using seaplane, or having air power.
 +
 
 +
=See Also=
 +
{{Help}}

Latest revision as of 08:51, 9 July 2024

VERSION 3.1

General

MFB Ranking Meme.png

Looking for a ranking comp that is efficient? I guess this blog can help you pick one.

Efficiency Summary

To judge whether the comp is good for ranking, and to measure the efficiency, the KC simulator will be used to gauge the value and put in the following table as reference data. While it is true that the simulator code is not 100% correct as the game code, simulator code might miss some modifier here and there, this is still the closest data to the game that we players can reference to. After all, having some close numbers that we can base our comps on is still better than measuring a comp efficiency without any numbers to back it up.

  • Due to this reason, some of the numbers down here might not reflect the true rate in the game, but since they are the closest rate to the game we can get, it is still a good reference that we can use to estimate the true reality rate around the expected range in the table below.

All the simulations are done with 50K samples. Probability variance might cause the rate to be a little off, but eventually they will end up at the expected value in the table with more samples.

  • To test the comp in the simulator yourself, please do as the following:
    • Step 1. Download the kcsim file provided in the external link of any comp in the SortieButtonOn.png column.
    • Step 2. Go to KC simulator site [7], select Save/Load Simulator Backup.
    • Step 3. A dialog box will pop up, select Choose File, navigate to the kcsim file you just downloaded and open it.
    • Step 4. Select Import All (Refresh page) to load it up.
  • To see the details of equipment setup without downloading the file, please check out the second tab, Comp setup, routing and Misc. Notes.


Color code: Outstanding > Good > Average > Bad
SortieButtonOn.png Battle Card Status Medium Fatigue Face.png Victory Rate [1][2] Retreat Rate [2] Average Resource per run [2] Average Instant repair per run [2] Item Icon Ranking Point Reward.png per run (per 100 runs) [3] [4] Item Icon Ranking Point Reward.png gained per resource used ratio (Efficiency Index) [5] Notes
Fuel Ammunition Steel Bauxite
3-2
1CL 5DD

Fast+ fleet, 4 radars [1]
High 99.5% 0.5% 55 [6] 60 12 0 0.1 1.3 (128.31) 10.236
  1. One of the fastest ways to get ranking point.
  2. Boss node always contains transport ship to hunt so this map can be a great way to do weekly transport. The tradeoff is you can't really spam it much due to the high morale draining rate, so either you have to wait for a while to do it again or prepare a lot of this kind of fleet to do transport kill.
  3. The simulator assumes you will always lose fuel due to a maelstrom on the way. See Note [6] below for details.

3-4
2CL 1CAV 3DD
[2]
High 97% [7] 3% 126 [8] 78 94 9 1.37 [7] 2.43 (235.71) 7.915
  1. Alternative option for 3-4 ranking, one of the best and fastest ways to gain a large amount of point.
  2. CAV flagship is set to be 85 morale as she is likely to score MVP throughout the run. You can even achieve better result by swapping the flagship between CAV and CL, keeping the sparkle for them.
  3. Bringing 4 radars on 4 ships will cause your fleet to lose only 13.5% fuel. For more details of how much fuel you will lose, see Note [8].

4-4
3CVL 1CL 2DE

5 OASW, 2 non-Kai DE [3]
Medium 98.2% [7] 1.8% 157 121 45 45 0.19 [7] [9] 1.99 (195.41) 5.407
  1. DE must be non-Kai (Have less than 10 HP and have at least 2 equipment slots) to abuse the overkill protection mechanic. Such DE has the highest chance to trigger it with the least chance of ending up at heavily damaged state, which helps increase passing rate.
  2. When using such DE, you don't need to bucket them. Just repair them in the dock and swap them for another DEs if they are damaged. Assuming DE lv is less than 99, she would always have less than an hour of repairing. This helps reduce bucket usage. [9]
  3. CVL with slot equals or less than 17 is preferred as they can't be shot down under AS+ fighter phase.
  4. Great map for leveling ship due to new ship EXP boost at the boss node.

4-5
2 SS

Fast+ fleet [4]
High 70.5%[10] 22.4% 24 14 16 0 1.31 1.91[11] (134.65) 35.37
  1. Requires Fast+ submarine-only fleet. As of January 2024, I-201 KaiI-201 Kai and I-203 KaiI-203 Kai are the only ones who can achieve Fast+.
  2. Cheapest map to do weekly world 4 quest.
  3. However, the map MUST BE LOCKED in the FINAL FORM to make enemy DDs disappear at the boss node, which will lock you out of MaruyuMaruyu farming. But on the bright side, without enemy DD presence, the enemy ASWs are very weak, where they have little to no chance to sink your heavily damaged non-flagship submarine, so you can advance after node H with heavily damaged non-flagship submarine and no harm will be done to them.
  4. Keep in mind they have LITTLE TO NO CHANCE to sink your submarine, NOT impossible. There is an actually 0.2% chance your submarine can die, or 2 out of 1000 runs.
  5. For practical purposes, it is recommended that this comp/strategy is to be used in parallel with other ranking maps. As an example, one may run 7-1 as their main ranking map and occasionally sortie this composition as soon as the submarines are repaired, effectively making this strategy bucket-free.

6-3
1CL 4DD 1AV

[5]
Medium 97.5% [7] 2.4% 112 75 [12] 100 3 [12] 1.38 [7] 2.18 (212.55) 7.517 [12]
  1. MikumaMikuma Kai Ni Toku is set to be 85 morale as she is likely to score MVP throughout the run.
  2. If the player prefers farming Development material via the air recon node, NisshinNisshin A can be used as an AV with full SPB loadout. This will secure GS for air recon node G and H, and both of these nodes combined can yield up to 8 Development material if the player is lucky (Still requires at least a victory at the boss node to obtain though).
  3. Keep in mind that without a proper combat-oriented AV like MikumaMikuma Kai Ni Toku, the victory rate may decrease.

7-1
1CL 4DD

Damegami RE [6]
Medium 99.8% 0.2% 32 [13] 46 7 0 0.08 1.47 (146.7) 14.7
  1. Standard ranking fleet, default chosen by most of the players. YahagiYahagi Kai Ni B (The CL) will maintain the sparkle overtime due to MVP control hence she is set to be 85 morale in the simulator. On another hand, the flagship and the CL should have the weakest ASW while 3 other DDs should have strong ASW to keep the sparkle up throughout the run.
  2. Despite damegami in the RE, they will never be used (Please also see Note [14] below). They are there to allow you to advance to the boss node with no harm done.

  1. Victory rate is based on scenario where all the shipgirls are full HP & 49 morale, unless stated otherwise.
  2. 2.0 2.1 2.2 2.3 The rate, average resource and bucket cost might vary depending on the player. This is a rough estimation based on the status of my shipgirl level and equipment. In most cases, this won't make much difference however.
  3. Assuming S rank all nodes. Also, this is point gained per run (or 100 runs), not per hour, it might not reflect the real amount of point that can be earned in an hour.
  4. Ranking point gained per 100 runs (shown in the parentheses) is calculated as ranking point gained per run X victory rate X 100. This also includes retreat, where the ranking point gained is considered lost as they are insignificant (i.e for map 6-3, it's 2.18 x 95.6% x 100 = 208.41 points per 100 runs).
  5. This is calculated as ranking point gained per run / sum of fuel ammo steel and bauxite used per run. This column also displays number in 10E-3 unit to avoid leading zeroes. To get the correct value, you need to multiply it with 10-3.
  6. 6.0 6.1 The simulator assumes 100% you will hit the maelstrom, therefore you will always lose fuel supply upon reaching the boss node. This doesn't affect the rate, however. The only thing it changes is the slight difference in fuel consumption which is around 10 fuel.
    • The amount of fuel loss is based on the number of radar carriers your fleet has. The comp provided here has 4 radars on 4 ships, which only causes you to lose 12.6% fuel. For details of how much fuel you will lose, it is calculated as the following: 電探0:-28%, 電探1:-21%, 電探2:-16.8%, 電探3:-14%, 電探4:-12.6%, 電探5:-11.76%, 電探6:-11.2%. The kanji means radar carrier and the number represents how many radar carriers you have. For example, if you have 3, you will lose only 14%, likewise, if you have 4, you will lose 12.6%.
  7. 7.0 7.1 7.2 7.3 7.4 7.5 The simulator assumes you would only advance to night battle if you DID NOT get at least a B Rank at the end of the day battle. If you DID, you would just stop fighting and go home. This explains the lower bucket usage. In general, unless you are looking for rare drops, it's not worth getting the S rank, B rank is enough.
  8. 8.0 8.1 3-4 node D causes fuel loss as of following: 電探0:-30%, 電探1:-22.5%, 電探2:-18%, 電探3:-15%, 電探4:-13.5%, 電探5:-12.6%, 電探6:-12%
  9. 9.0 9.1 Assumes you will never bucket DEs. The simulator also ignores any bucket usage if the damaged (less than 50% HP) shipgirl has less than 1 hour of repairing (only possible for DEs in this case).
  10. Can only get B rank at best.
  11. Assumes D rank preboss and B rank at the boss node, which gives 2900 - 200 x 0.8 = 2740 HQ EXP, or 1.91 ranking point.
  12. 12.0 12.1 12.2 The air recon resource node can give a small amount of ammo and bauxite depending on the player luck. If they managed to roll those, the amount of resource spent will be less. Therefore, in practice, the efficiency index of map 6-3 on average can be higher than the number shown here, as this number assumes you never gained any ammo or bauxite during the sortie.
  13. Node E gives 10-20 fuel (average 15), hence 47 - 15 = 32.
  14. There is actually an extremely small chance (around 0.01%, or 1 out of 10000 runs) that you will use it, the simulator rounded it down to 0.

Map information
Map Image Comp Setup Route Air Power LoS Recommended
Formations
Notes
3-2
World 3 3-2 Map.png
MFB RC32.png
C G L
Surface: 1
Boss: 1
Maelstrom: 0-1
Formation 1: Line Ahead
3-4
World 3 3-4 Map.png
MFB RC34 2N.png
D H P
Surface: 1
Boss: 1
Maelstrom: 1
84 for AS Formation 1: Line Ahead
4-4
World 4 4-4 Map.png
MFB RC44.png
A E I K
Surface: 2
Submarine: 1
Boss: 1
144 for AS+ Formation 5: Line Abreast E
Formation 1: Line Ahead Other
4-5
World 4 4-5 Map.png
MFB 45 sub.png
D H T
Surface: 1
Submarine: 1
Boss: 1
FINAL FORM ONLY
6-3
World 6 6-3 Map.png
MFB RC63.png
C E G H J
Surface: 1
Submarine: 1
Boss: 1
Resource: 2
Cn3 38 Formation 5: Line Abreast C
Formation 1: Line Ahead Other
Air recon nodes G and H give one of the following resources each:
  • Normal Success:
    • 50/60/80 Ammunition
    • 30/40/50 Bauxite
    • 1 Development material
  • Great Success:
    • 100/150/200 Ammunition
    • 80/100/150 Bauxite
    • 2/3/4 Development material



Destroyer Princess II (115 Armor)Destroyer Princess comp will disappear once the map is cleared.

7-1
World 7 7-1 Map.png
MFB RC71.png
D E G H K
Surface: 1
Submarine: 2
Boss: 1
Resource: 1
Formation 1: Line Ahead G
Formation 5: Line Abreast Other
Node E gives 10-20 Fuel (random amount between every 5 increment).
  • Drum +2
  • DLC +3.

Special thanks to Savara for providing the comp and Divinity_123 for adjusting the setup and verifying the numbers.

Managing quarterly sortie quests ranking points

Credit to Savara, Ink20. This is one of the recommended strategies to shoot ranking cannons.

As of current, there are 7 quarterly quests giving ranking points, known as cannon. A total of 2050 point can be obtained by completing all of those.
The following is the list of quarterly sortie quests. Bold indicates cannon quests

  • At the beginning of the quarterly (unlocked by default): Bq3 and Bq13
  • Unlocked by weekly or monthly quests:
    • Bq1 needs Bm6 (Monthly 4-2)
    • Bq2 needs Bw2 (Weekly carriers)
    • Bq5 needs D11 (Tokyo Express 2)
    • Bq7 needs Bw9: (Weekly 5-2)
    • Bq8 needs D11 (Tokyo Express 2)
    • Bq9 needs D11: (Tokyo Express 2)
    • Bq11 needs Bm8 (Monthly supply lines)
  • Unlocked by other quarterlies:
    • Bq4 needs Bq3
    • Bq6 needs Bq5
    • Bq10 needs Bq2
    • Bq12 needs Bq11

Recommended course of actions

  • 1. Do all weeklies
  • 2. Do Bm1: “Monthly Myoukou 2-5”
  • 3. Do Bm5: “Monthly 1-5”
  • 4. Do Bm8: “Monthly supply lines”
  • 5. Do Bq11: “Newbie cannon” (80 rpt must be “sacrificed”)
  • 6. At this point 5 big cannons are unlocked
    • 6.1. Bq2 do everything but 6-3 run
    • 6.2. Bq7 do everything but 5-4 run
    • 6.3. Bq8 do everything but one 1-5 run
    • 6.4. Bq12 do everything but 4-2 run
    • 6.5. Bq13 do everything but 5-4 run
  • 7. Bq10 remains locked until Bq2 is done
  • 8. Clear all EOs and farm ranking points as usual
  • 9. When the end of the month is close, calculate how many rpt you need to reach your desired position and fire the cannons you need.


Alternatively, if you want to try ranking all 3 months:

  • Month 1. Do Bm1, Bm5, Bm8, Bq2, Bq8, 7-2-2 run of Bq10 (so you don't have to open it again) and everything but one run of Bq7, Bq11 and Bq13 (350+300 rpt with 200+80+390 rpt ready in case of need)
  • Month 2. Do Bq7, Bq10 and Bq11 (200+400+80 rpt)
  • Month 3. Do Bq12 and Bq13 (330+390 rpt)

Also, remember that some requirement of these quests are shared with other quests and can be done together like 5-4 of Bq7 and Bq13 with 2CL, 3CA, 1CV or 1BBV (north or south route), 6-4 of Bq2 and Bq13, 6-3 of Bq2 and Bq4, etc.

Trivia

Tools that help you with ranking

Savara's ranking cutoff - planning tool

Website: [8]
This is a ranking supportive tool that calculates the amount of point you need to farm in order to reach a selected goal. It also includes features using ranking data from senka.su such as automatic score input, other players tracking system, and a filter for players potentially going for high ranking. For more information, please visit the site.

Senka.su

Website: [9]
A database site that shows the top 500 record of every server, which can be helpful if you wanna check where you are at compared to the other players in the top 500.

Ranking plan

  • As of September 2020, many quarterly quests that give ranking points have been released. This has directly affected the ranking pressure across all servers as nowaday T500 may requires as much effort as Phase 1 T100. However, this can also be a good thing as if you do all those quarterlies and EO in one single month, you can stack up to 3000 points pretty easily. With a couple of more sortie, you are guaranteed to hit T500 as well. So my advice is If your life is very busy, just focus all quarterlies in one month and clear all the EO that month too, this way, at least you will get ranking rewards every 3 months
    • Of course it is still possible to rank every month and spread out quarterlies to get enough point buff (i.e each month you only do 2-3 quarterlies for around 600 points), but will require much more points from daily sortie for T500 nowaday if you wanna catch up. Plan your schedule accordingly to your server if you spam daily. You are gonna need like 3700 for T500 (Hashi will need more obviously)

Regarding the EO and Quest cannon

  • For EO cannon, you can shoot anytime in a month to gain rpt, but note that if you shoot in the last day of the month, between 22:00 - 00:00 JST of the next month, it will not be counted for anything !
  • For quarterly quest cannon:
    • Shooting it anytime before 14:00 JST of the last day of any month will give rpt to that month.
    • Shooting it after 14:00 JST of the last day of any month, as long as that month is NOT the last month of the quarter, will give rpt to the following month.
    • Shooting it after 14:00 JST of the last day of the last month in a quarter will just simply waste it, not counted for anything.
    • For reference, 4 quarters in KC are month 12-1-2 / 3-4-5 / 6-7-8 / 9-10-11

Example:

  • Right now it's July, it belongs to quarter 6-7-8. I have the Z cannon available giving 350 points.
    • If I shoot it anytime in July before 7/31 14:00 JST, I will have 350 points for July.
    • If I shoot it after 7/31 14:00 JST, but before August coming, I will have 350 points for August.
    • If I shoot it after 8/31 14:00 JST, I will get nothing out of it, as August is already the last month of the quarter.
  • For limited seasonal quest cannon (Rainy Season 2023 - Terubozu, Setsubun, etc...), let's say the current month is May and it currently has a seasonal quest cannon:
    • Shooting it anytime before 14:00 JST of the last day of May will give rpt to May.
    • Shooting it after 14:00 JST of the last day of May will give rpt to the following month, June.

The last note regarding the seasonal quest cannon are VERY IMPORTANT to know about especially if the said cannon is a MONTHLY quest. As the points are given to the next month if the cannon is shot AFTER 14:00 JST of the current month, it is possible to stack the point gained from that particular quest TWICE in the following month. The seasonal quest cannon will start giving the point to the next month as soon as 14:00 JST of the current month has been passed, but the monthly quest reset will not occur yet, so there is a small time window of 15 hours where you can finish the said monthly seasonal quest before it resets itself, allowing you to do it again, doubling the point gained from the said quest in the following month.

The entire quest cannon can be summed up using this table:

May 31st June 1st
13:59 JST of May 31st and before 14:00 JST of May 31st - 04:59 JST of June 1st 05:00 of June 1st and later
Quarterly quest Accounted for May LOST Accounted for June
Seasonal quest BEFORE June quest reset Accounted for May Accounted for June
Seasonal quest AFTER June quest reset Accounted for June

What is considered as a good ranking comp to be listed on the table?

A comp is considered to be good for ranking if it meets all of the following conditions when testing on the simulator:

  • Victory rate > 95%.
  • Fuel and ammo used per run < 300.
  • Bauxite used per run < 50.
  • Bucket used per run < 2.
  • 4 battles maximum, including boss.
  • Efficiency higher than map 3-4 heavy comp.

How to decide the best comp for a map if there are many variants?

If there are multiple comps that can do the ranking well in a map, a tiebreaker system will be used to determine the best comp to display on the table. Tiebreaker rules are as the following:

  1. Victory rate
  2. Fuel and ammo used
  3. Bauxite used
  4. Bucket used
  5. Whether the fleet detecting enemy using seaplane, or having air power.

See Also